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paramat |
hmmmmmm and all #4336 |
01:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/4336 -- Shaders: Disable by default by paramat |
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06:57 |
tenplus1 |
hi folks... would a kindly dev check this pull for inclusion please: game#965 |
06:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/965 -- Ability to Disable bones, drop items or keep inventory. by tenplus1 |
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07:38 |
tenplus1 |
hi nrzkt |
07:58 |
tenplus1 |
game#1210 fixes falling nodes from glitching on open fencegates |
07:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1210 -- Changed fencegate open collisionbox by tenplus1 |
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16:25 |
Krock |
Any comments on #4330 ? A simple bugfix but I'm not sure if this belongs to verbosestream or not |
16:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/4330 -- Textures: Ignore unknown node in override.txt by SmallJoker |
16:33 |
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16:50 |
SloanOnLinux |
Hello everyone! |
17:01 |
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17:27 |
paramat |
hmmmm nore sfan5 sofar Zeno` a simple PR with huge performance benefit #4336 |
17:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/4336 -- Shaders: Disable by default by paramat |
17:33 |
Krock |
it doesn't solve the source of this problem |
17:34 |
paramat |
correct, the proper fix is difficult, see discussion |
17:36 |
paramat |
as explained, this is hopefully temporary |
17:39 |
VanessaE |
RBA and I have gone round and round over shaders in the past. |
17:40 |
VanessaE |
fwiw, I usually won those arguments ;) |
17:40 |
VanessaE |
he had plans to further separate-out the different "pieces" so that e.g. tangent space could be called for only when needed. Not sure how far he actually got with that. |
17:46 |
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17:52 |
jin_xi |
this PR is palliative care |
17:54 |
paramat |
yes, as explained *=S good grief |
17:55 |
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17:59 |
jin_xi |
well ffs change line 372 as well then. "...may increase performance on some..." |
18:00 |
paramat |
the issue is the default, new players joining at a built-up spawn and getting 14 instead of 27 FPS |
18:01 |
paramat |
the visual difference being barely noticeable |
18:02 |
paramat |
"Eventually, once we only enable tangent space when it's needed, we can re-enable the basic nodes shader." |
18:03 |
jin_xi |
i only use shaders for smooth day-night but thats a big one. still i don't thinks shaders can actually improve performance for anyone now that tangents are done regardless |
18:04 |
paramat |
tangents are done only when shaders are enabled |
18:04 |
paramat |
so essentially we've almost halved the performance of MT for no reason at all |
18:05 |
paramat |
this is the simple temporary fix |
18:05 |
paramat |
and players can always choose to turn shaders on |
18:06 |
jin_xi |
it's ok im not even arguing that. just saying that the line in the conf example should be changed |
18:06 |
jin_xi |
so it does not suggest shaders improve performance |
18:06 |
paramat |
ok |
18:07 |
paramat |
heh i can't believe it says that |
18:07 |
paramat |
that was RBAs doing i'm sure |
18:07 |
jin_xi |
it might have been the case before that tangent stuff was added |
18:08 |
jin_xi |
i think its lighter to do day night in the shader than to update all the meshes |
18:08 |
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18:08 |
jin_xi |
which is why it's really a double blow, that whole issue |
18:08 |
paramat |
ok, that line is misleading, will change it |
18:40 |
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18:53 |
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18:57 |
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18:57 |
Krock |
Now I understand why map_generation_limit wasn't made world-specific |
19:06 |
paramat |
? |
19:06 |
paramat |
some think it needs to be |
19:10 |
Krock |
#4338/ |
19:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/4338 -- Make map_generation_limit per-world specific by SmallJoker |
19:11 |
Krock |
It wasn't easy to keep an eye on about 15 different files :< |
19:11 |
paramat |
i see |
19:15 |
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19:16 |
Krock |
there are a lot different connections between mapgen-environment-servermap and so on. Is there any document that would describe how they access eachother? |
19:17 |
Krock |
it looks like an infinite spidernet - on 3 dimensions |
19:31 |
Krock |
aagh. the unittest fails because the cardcoded hash does not equal the new settings :< |
19:35 |
Fixer |
https://imgur.com/uYkS3Ko JUMPING LIKE A BOSS (yes, it is bug nobody fixes) |
19:47 |
Fixer |
https://github.com/minetest/minetest/issues/329 |
19:58 |
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20:02 |
hmmmm |
map_generation_limit is implemented in a crummy manner to begin with |
20:03 |
hmmmm |
why is it so far overreaching? |
20:03 |
hmmmm |
the map_generation_limit should limit map generation. not everything else in the entire universe. |
20:04 |
hmmmm |
instead what the guy did who implemented it first added a parameter to a fundamental function that just about everything uses to make sure objects or positions are not out-of-bounds and will cause bugs or errors |
20:04 |
hmmmm |
when in reality it should simply... limit the map generation |
20:04 |
hmmmm |
i could (and should) fix this by rolling back the majority of the map_generation_limit scope creep |
20:05 |
paramat |
agreed |
20:05 |
paramat |
so all outer mapchunks would be solid ignore |
20:06 |
Krock |
currently they are solid ignore |
20:08 |
paramat |
ok yes |
20:09 |
Krock |
also would this now be a setting that shouldn't be changed, like the water level or chunksize |
20:09 |
Krock |
so I think limiting the objects and players is fine |
20:10 |
hmmmm |
i really hate to say this but |
20:10 |
hmmmm |
your PR is a mess. |
20:11 |
Krock |
\o/ |
20:11 |
hmmmm |
i would prefer if it's not implemented like that at all |
20:11 |
Krock |
But then I'd like to see another way to solve this because I think this must be a per-world setting |
20:12 |
Krock |
however, if it gets too complicated we could just drop that idea |
20:12 |
hmmmm |
it's already kinda complicated... |
20:12 |
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20:12 |
Krock |
indeed |
20:13 |
hmmmm |
also i saw your rawstream << (int)sha1_result[i] << " "; |
20:13 |
hmmmm |
i can't accept that |
20:13 |
hmmmm |
that's circumventing the purpose of the unit test |
20:13 |
Krock |
yeah.. no idea how kwolekr generated that char array |
20:13 |
hmmmm |
it's not a hurdle to jump over, it's a check to make sure the output is what you acutally want it to be. |
20:14 |
Krock |
but I have no clue where it puts the space or even how the real output will look like |
20:14 |
hmmmm |
maybe he made sure the file being output was 100% correct and then ran sha1sum on it |
20:16 |
paramat |
heh |
20:24 |
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20:25 |
Fixer |
https://github.com/xeranas/weather_pack/issues/6#issuecomment-233178506 |
20:26 |
Fixer |
reproduced light problem in corners |
20:26 |
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20:37 |
paramat |
saw that |
20:37 |
paramat |
updateLighting has serious problems but it's nightmare code |
20:39 |
paramat |
updated 4336 |
20:43 |
KaadmY |
celeron55: do you have a moddb account named "exmex"? |
20:43 |
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20:43 |
KaadmY |
because at http://www.moddb.com/games/minetest, the guy that put it up(exmex) is implying he made it |
20:44 |
celeron55 |
he clearly is not implying that |
20:45 |
celeron55 |
it's ridiculously outdated though |
20:45 |
KaadmY |
yea |
20:46 |
Krock |
paramat, updateLighting as a nightmare - I'd say that just fits perfectly :P |
20:47 |
KaadmY |
the description seems to also be copied straight from a readme or such |
20:48 |
Krock |
he copied it from the old minetest.net site and extended it a bit |
20:48 |
KaadmY |
ah |
20:49 |
Krock |
and it's completely outdated so why care about it? |
20:49 |
KaadmY |
because it's outdated? ;? |
20:49 |
KaadmY |
;) |
20:54 |
celeron55 |
well you have my permission to get it updated |
20:54 |
celeron55 |
if that matters |
20:54 |
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20:55 |
celeron55 |
none of us including me care about a random site but if you care about this particular site, then you can try |
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21:29 |
paramat |
updated game#1208 testing needed |
21:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1208 -- Default: Prevent placing sapling if tree violates protection by paramat |
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23:30 |
paramat |
#4339 |
23:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4339 -- CavesNoiseIntersection: Place riverbed node under river water by paramat |